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The main problem was that the volume of the mixer wasn't savestated. The volume is typically 0 at the beginning of a game, so loading a savestate at the beginning of a game would lead to silent DTK audio. I also added savestating to StreamADPCM.cpp.
25 lines
399 B
C++
25 lines
399 B
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// Adapted from in_cube by hcs & destop
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#pragma once
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#include "Common/CommonTypes.h"
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class PointerWrap;
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namespace StreamADPCM
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{
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enum
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{
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ONE_BLOCK_SIZE = 32,
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SAMPLES_PER_BLOCK = 28
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};
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void InitFilter();
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void DoState(PointerWrap& p);
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void DecodeBlock(s16* pcm, const u8* adpcm);
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}
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